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Cold Conquest (1908 Start) Game Setup Up And Rules : Workers & Resources Soviet Republic

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  • čas přidán 2. 07. 2024
  • Workers & Resources: Soviet Republic is a real-time soviet-themed city builder tycoon game. The Unification 1960 start map which starts in a resources poor area, the objective is to expand to expoilt rich resources in other parts of the map. In this series the focus on the new buildings implemented as part of upcoming update.
    Feel free to comment, ask questions and make suggestions.

Komentáře • 7

  • @breadcat5402
    @breadcat5402 Před měsícem +2

    deep force for someone with a anime discord server

  • @stefberg-kk1jl
    @stefberg-kk1jl Před měsícem

    there are old repair garages on the workshop, lots of steamtrains to. and steam trackbuilders

    • @StephenSilverbeard
      @StephenSilverbeard  Před měsícem

      Ty for the information, finding waste and repair building has been interesting, may have to try out different options.

  • @antto9654
    @antto9654 Před měsícem

    Question what do you have to do in 1917 to make the map more realistic? With cheat mods you delete the border in the middle of the map?

    • @StephenSilverbeard
      @StephenSilverbeard  Před měsícem

      The problem with early starts is the speed of the vehicles, this both limits the distance the can travel both to construct buildings and supply goods. Everything happens much slower, so need to present a challenge, but at the same time avoiding excess building times. On my first early start map it took 15 years to build a viable first town, which proved frustrating and eventually I gave up as there was no fun in having a small town after 25 year of gameplay.
      When planning an early start map need to strike a balance between presenting a challenge and not frustrating the player while they wait several months while a single truck delivers a load of steel to construction site. For this reason I place 'core' villages within 1 km of a border post and near water, e.g. a coast line, to deal with sewage disposal. Once the starter villages are placed I plan the map by trying to estimate the progress against time, for example, places for new towns when the date reaches 1960. Tip: when considering map features look at it from both a design and player perspective.
      The border can be changed in cheat mode by enabling the terrain editor. Although based on my experience editing borders in the terrain editor would not recommend it. The border has to remain a 'loop' with no crossing points and accidently clicking on the map when in the border edit tool can produce unexpected results. Moving the border even slightly away from customs posts will invalidate them, so will need to check they are still working after the edit. The edit tool can be temperamental when trying to move points over high mountains and deep water. When planning a map, rough out the terrain, then put in the border before doing the terrain detail. Only when this is finished are the customs offices placed.
      When creating an early map I find it helps to regularly step back and ask how I would play the map. Hope this gives an overview of the process.

    • @antto9654
      @antto9654 Před měsícem

      @@StephenSilverbeard I was thinking deleting the borders and the custom houses in 1917, and only use the ones which are at the outside of the map (like a normal one) or use ships only

    • @StephenSilverbeard
      @StephenSilverbeard  Před měsícem

      This is possible by using the 'make default' option, this reverts the border back to the default square, the downside is all the current custom offices will have to be removed and replaced. One potential problem is the top border may slice through the village, so will need to drag the border out to move it into the play area. If that works it would make the top left hand corner an interesting ship only start. Hope it works out well and makes an interesting challenge.